/*
* Copyright (c) 2006-2009 Erin Catto http://www.box2d.org
*
* This software is provided 'as-is', without any express or implied
* warranty.  In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/

#ifndef B2_WORLD_CALLBACKS_H
#define B2_WORLD_CALLBACKS_H

#include <Box2D/Common/b2Settings.h>

struct b2Vec2;
struct b2Transform;
class b2Fixture;
class b2Body;
class b2Joint;
class b2Contact;
struct b2ContactResult;
struct b2Manifold;

/// Joints and fixtures are destroyed when their associated
/// body is destroyed. Implement this listener so that you
/// may nullify references to these joints and shapes.
class b2DestructionListener
{
public:
    virtual ~b2DestructionListener() {}

    /// Called when any joint is about to be destroyed due
    /// to the destruction of one of its attached bodies.
    virtual void SayGoodbye(b2Joint* joint) = 0;

    /// Called when any fixture is about to be destroyed due
    /// to the destruction of its parent body.
    virtual void SayGoodbye(b2Fixture* fixture) = 0;
};

/// Implement this class to provide collision filtering. In other words, you can implement
/// this class if you want finer control over contact creation.
class b2ContactFilter
{
public:
    virtual ~b2ContactFilter() {}

    /// Return true if contact calculations should be performed between these two shapes.
    /// @warning for performance reasons this is only called when the AABBs begin to overlap.
    virtual bool ShouldCollide(b2Fixture* fixtureA, b2Fixture* fixtureB);
};

/// Contact impulses for reporting. Impulses are used instead of forces because
/// sub-step forces may approach infinity for rigid body collisions. These
/// match up one-to-one with the contact points in b2Manifold.
struct b2ContactImpulse
{
    float32 normalImpulses[b2_maxManifoldPoints];
    float32 tangentImpulses[b2_maxManifoldPoints];
    int32 count;
};

/// Implement this class to get contact information. You can use these results for
/// things like sounds and game logic. You can also get contact results by
/// traversing the contact lists after the time step. However, you might miss
/// some contacts because continuous physics leads to sub-stepping.
/// Additionally you may receive multiple callbacks for the same contact in a
/// single time step.
/// You should strive to make your callbacks efficient because there may be
/// many callbacks per time step.
/// @warning You cannot create/destroy Box2D entities inside these callbacks.
class b2ContactListener
{
public:
    virtual ~b2ContactListener() {}

    /// Called when two fixtures begin to touch.
    virtual void BeginContact(b2Contact* contact) { B2_NOT_USED(contact); }

    /// Called when two fixtures cease to touch.
    virtual void EndContact(b2Contact* contact) { B2_NOT_USED(contact); }

    /// This is called after a contact is updated. This allows you to inspect a
    /// contact before it goes to the solver. If you are careful, you can modify the
    /// contact manifold (e.g. disable contact).
    /// A copy of the old manifold is provided so that you can detect changes.
    /// Note: this is called only for awake bodies.
    /// Note: this is called even when the number of contact points is zero.
    /// Note: this is not called for sensors.
    /// Note: if you set the number of contact points to zero, you will not
    /// get an EndContact callback. However, you may get a BeginContact callback
    /// the next step.
    virtual void PreSolve(b2Contact* contact, const b2Manifold* oldManifold)
    {
        B2_NOT_USED(contact);
        B2_NOT_USED(oldManifold);
    }

    /// This lets you inspect a contact after the solver is finished. This is useful
    /// for inspecting impulses.
    /// Note: the contact manifold does not include time of impact impulses, which can be
    /// arbitrarily large if the sub-step is small. Hence the impulse is provided explicitly
    /// in a separate data structure.
    /// Note: this is only called for contacts that are touching, solid, and awake.
    virtual void PostSolve(b2Contact* contact, const b2ContactImpulse* impulse)
    {
        B2_NOT_USED(contact);
        B2_NOT_USED(impulse);
    }
};

/// Callback class for AABB queries.
/// See b2World::Query
class b2QueryCallback
{
public:
    virtual ~b2QueryCallback() {}

    /// Called for each fixture found in the query AABB.
    /// @return false to terminate the query.
    virtual bool ReportFixture(b2Fixture* fixture) = 0;
};

/// Callback class for ray casts.
/// See b2World::RayCast
class b2RayCastCallback
{
public:
    virtual ~b2RayCastCallback() {}

    /// Called for each fixture found in the query. You control how the ray cast
    /// proceeds by returning a float:
    /// return -1: ignore this fixture and continue
    /// return 0: terminate the ray cast
    /// return fraction: clip the ray to this point
    /// return 1: don't clip the ray and continue
    /// @param fixture the fixture hit by the ray
    /// @param point the point of initial intersection
    /// @param normal the normal vector at the point of intersection
    /// @return -1 to filter, 0 to terminate, fraction to clip the ray for
    /// closest hit, 1 to continue
    virtual float32 ReportFixture(    b2Fixture* fixture, const b2Vec2& point,
                                    const b2Vec2& normal, float32 fraction) = 0;
};

#endif
